|Commander / EDH||Legal|
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Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
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Hinterland Harbor Discussion
3 days ago
Adds: Satyr Enchanter, Mesa Enchantress, Courser of Kruphix, Sunpetal Grove, Glacial Fortress, Hinterland Harbor, Kor Spiritdancer, Canopy Vista, Eidolon of Countless Battles, Shalai, Voice of Plenty, Prairie Stream, Market Festival, Irrigated Farmland, Corrupted Conscience, Aegis of the Gods, Plea for Guidance, Flooded Strand, Windswept Heath, Gift of Paradise, New Horizons, Abundant Growth, Eidolon of Blossoms, Solemnity, Sigil of the Empty Throne, Unbridled Growth, Omniscience,
3 days ago
add Memorial to Unity to your deck for more green sources, the land sack mechanic acts like Board the Weatherlight for more consistant seeking and finding of cards you need. i would use 2 copies of Hinterland Harbor or Sunpetal Grove, along with 2 copies of Memorial to Unity, take out 3 forests to make it a 1 of and replace them with Evolving Wilds. you dont need more than one green source, so there is no need to stock up on them. this setup gives you 5 instead of your current 6, but it gives you 3 Evolving Wilds, effectively making it a 8 compared to your 7, so your chance to get a green source is slightly better, but you dont waste lands by having more than once source. you also get more utility out of your land-base in general.
4 days ago
Hey, nice deck!
The advice I have is to play 4-ofs of both Adventurous Impulse and Grow from the Ashes. You have a very top-ended top end, and I think Chainwhirler will still be good enough to punish you for playing 4 Llanowar Elves. I'd personally take out the two Pounce, citing the fact that you don't care about playing answers because you're a stompy style deck, as well as 1 of each Aggressive Mammoth and Carnage Tyrant, since playing 6 5-CMC> game ending cards is a lot (I'm also throwing Vivien Reid in the game ender category, because, well let's be honest, she's nuts).
You talked about your worry about price in another comment, but it might be worth it to buy a playset of Hinterland Harbor to flex into UG Stompy, with Negate/Spell Pierce disruption and possibly Nezahal out of the board. Anyways, that's all, so good luck on your build!
1 week ago
To add on, I think you can reasonably get rid of the vivid lands for just a basic of every type. That gives you 1) 5 more lands that come in untapped, and 2) 5 more lands you can search with cards like Evolving Wilds and Explosive Vegetation. Also, the more basic lands you play, the more you're able to play cheap ramp, such as Rampant Growth and Grow from the Ashes to go along with Explosive Vegetation.
iNaturalize nailed it about the land and instant/sorcery problems you have: counterspells are not your friend here, and the checklands (Hinterland Harbor and the like) are a great and cheap way to have untapped lands.
I think your deck is going in the right direction, just keep it focused. +1 on iNaturalize's comments and +1 the deck; I like it a lot
1 week ago
Hey djnewellmit, thanks, lots of good new Elves in the set I'm excited to get to brewing. I've already updated with the first version, it's back to Golgari, but Selesnya with Emmara, Soul of the Accord, Conclave Guildmage with Radiant Destiny and Shalai, Voice of Plenty also has real potential.
Hey joaoguaxinim and vomitpile, thanks for the suggestion. Ochran Assassin is in the sideboard when I get a chance to playtest her this evening/weekend in place of Midnight Reaper; we'll see if her ability is better than Reaper. Reaper may not be an Elf, but it's a powerful card against removal/board wipes cards Elves have problems with and is good if I want to keep the aristocrat strategy. The theoretical decks I'm playtesting against right now are Boros Goblins, Mono Green Midrange and Mono Red Midrange. 1 toughness of Assassin is not good against Goblin Chainwhirler. Reaper survives Chainwhirler's ETB and if Chainwhirler kills any of my 1 toughness creatures like Llanowar Elves I'm drawing a card for each one while also losing 1 life.
Chainwhirler will however help if I want to play undergrowth. It may actually be beneficial to play more 1 toughness creatures who die to Chainwhirler, but realistically going to need more self mill and a low mana cost card/no mana cost sac outlet, to play undergrowth. Glowspore Shaman is a good start, but it's not enough yet. I really like that Secrets of the Mausoleum can tutor for Izoni, Thousand-Eyed or Underrealm Lich depending on how many creatures are in my graveyard. If I can't tutor for either of them then I can possibly get Assassin's Trophy or Vraska, Golgari Queen. Secrets is a good two drop instant tutor payoff to want to play undergrowth, but need more enablers.
I may be over-hyping Beast Whisperer because he's a four drop who without ramp I can't get value the turn I play him. He's also not very good with undergrowth if I choose to play it. With Whisper I want to have in my hand and play Elves to draw cards, but with undergrowth I want to do the opposite. I want to get Elves into the graveyard before they're even cast. If I play undergrowth than Vraska will most likely be my four drop in place of Whisperer since she can be an enabler to get Elves who are on the battlefield into my graveyard while also providing draw.
Surveil is a nice mechanic with undergrowth, but I don't see myself playing Sultai with blue currently because the mana situation is problematic, having only one playable blue dual land, Hinterland Harbor that can make green mana. Chart a Course, Dimir Informant, Nightveil Sprite, Rain of Notions, House Guildmage all seem like good blue undergrowth enablers, but I don't think splashing blue just for some undergrowth enablers is where I want to be. Explore (Jadelight Ranger, Merfolk Branchwalker) is a good green mechanic with undergrowth, but like surveil there's no Elves with explore.
1 week ago
Lands need major work to really balance this for stability. Glacial Fortress, Temple Garden from ravnica spoilers or Hinterland Harbor or Sunpetal Grove could be a nice way to splash green while getting your primary colors.
maybe a balance like
3x Temple Garden// 3x Glacial Fortress// 2x Hinterland Harbor// 2x Sunpetal Grove// 5x Island// 5x Plains// 2x Reliquary Tower// 1x Field of Ruin
For Counters definitely pay attention to the new set. There is already one OK counterspell and possibly more coming. I will say if you run counters you should run more of em and make them the primary base that leads into the defenders with Arcades, the Strategist. Otherwise I would reccomend being able to sort and draw extra to always make sure you get to what you need when you need it. Anticipate,Chart a Course could be very good for you instead of the counters to go along with Divination
Really like the overall idea feeding mill with it.
2 weeks ago
Looks good so far, to answer your question about lands, we know we will get shocks in Guilds of Ravnica as well as guild gates, unfortunately Breeding Pool wont be printed in the first set, Simic Guildgate probably wont be either so waiting around wont be too helpful. I've noticed you've not included Hinterland Harbor its 2-3 dollars and will often enter untapped, I think it'd be a good pickup for you.
There are actually a couple of cards I think you have in your sideboard that might be more playable in your main-deck. I'd swap your copies of Seafloor Oracle with Tempest Caller, while your deck can quickly build up a big board, none of your cards are superstars when it comes to power. Tempest Caller Can often be the card that lets your creatures through for a win, particularly against the angels, dragons and knights in the format. Back to Seafloor Oracle, its good but it really shines against decks with no creatures, namely control. Another change i'd consider is bringing Merfolk Trickster to your main deck, similar to Tempest Caller it can let you slip through lethal damage and it can also save you in certain situations, I'd consider swapping them with the Swift Wardens despite them being playable.
Due to the decks in standard at the moment i think its more important to main board for creature match-ups and sideboard for control. The scariest cards from control are the removals. Naturalize is great due to the presence of enchantment removal like Seal Away, Ixalan's Binding etc etc. Swift Warden is good for single target removals but it is 3 mana, I think for an aggro deck cards like Blossoming Defense is great while we have it as well as Dive Down, they're also both useful in situational mid-range match-ups. Another really scary card against you is Settle the Wreckage, you have negate which is the right answer for it, i would also consider adding a few copies of Spell Pierce, they're most likely going to tap out for Settle the Wreckage as turn 4-5 is where you can be swinging lethal and having both Negate and Spell Pierce just makes it more reliable they wont be able to resolve it. Not to mention that 1 mana difference actually means something for you, you can throw out an extra 1 drop, or save for a removal next turn if you decide to play Dive Down or Blossoming Defense. Another card you might consider for the control match-up is Kopala, Warden of Waves, if nothing else this card is annoying, Fatal Push is 3 mana to remove a 2 drop Teferi, Hero of Dominaria requires 2 mana to activate his -3 and if they want to cast Ixalan's Binding they need to wait untill turn 6.
In what you would take away from the sideboard. Merfolk Trickster and Tempest Caller would be in your main deck. I probably wouldn't include the Swift Warden, they're good but not really necessary. Unless you main deck Unsummon I don't think you need it. Finally, Gaea's Blessing is nice but if a game has stretch on to the point where you have all copies of your best card in your graveyard, you've probably already lost. If you really need a card engine Chart a Course or Curious Obsession are much better options for this deck.